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Topic: Known Card Bugs (Read 4601 times)

I put the list of Renaissance bugs here on top so players can easily see where there are new problems.

Renaissance bugs

Black Market/Storyteller: If you play Black Market/Storyteller during the buy phase (Capitalism), you should be able to convert tokens on the Coffers mat into coins to be used by Black Market/Storyteller, but this isn't possible at the moment.

Scepter: If you played an Action card twice that got trashed later the turn, it may incorrectly become available for replay by Scepter. Example is a Throne Roomed (or similar) Tragic Hero that trashes itself on the second play, or any card that got Processioned.

Overlord/Band of Misfits + Walled Village: If you copy a Walled Village with Overlord/Band of Misfits, you cannot topdeck it at the start of cleanup (even if appropriate). Affects both Autoplay and manual selection.

Border Guard: There are several reports that sometimes choosing an artifact to take for Border Guard is not possible. Might be related to right-clicking the Artifacts to read them and then reverting to the choice window.

Herbalist/Capitalism: Currently a Herbalist under Capitalism can topdeck itself in the interface. This is inocrrect, as the topdecking triggers when the Herbalist is discarded, so it is no longer a Treasure in play.

Scepter/bot: If the bot plays a Scepter, the game will become stuck. The bot doesn't seem to buy Secpter, but may end up with one for any number of reasons, e.g. continuing a game where one opponent left.

Star Chart/Fleet: Star Chart will not ask if the shuffle is for drawing cards for the next hand on a turn the game ends. Hoewever, with Fleet bought, there may be additional turns, and Start Chart should ask, but doesn't.

Crown/Villager: If the Crown autoplay is active, it does not 'activate' if the player has no (other) Action card in hand to play and they have Villagers.

Specific card bugs

Band of Misfits:

Incorrect information/VP calculation: (this also affects Overlord) If a Band of Misfits is trashed when copying a self-trashing card (say Mining Village), the game updates its internal card counts incorrently: It will think that your deck lost a Mining Village but still has the Band of Misfits. This affects the card counts shown at end of game (which will result in negative cards counts for Mining Village when you also get rid of of all your real Mining Villages) and also affects victory points by some land landmarks (e.g. Obelisk counting Mining Villages), wich are then incorrect in both the detailed view and the list on top of the end-of-game page.

present in 1.3.10: #9835377 as Titandrake. End the game and the end of game screen shows "-1 Embargos" in your deck contents. The only time Embargo ever had a role in this game was in the very last turn a Band of Misfits was played (and trashed) as Embargo.

No attack protection when copying Lighthouse: (this also affects Overlord) If Band of Misfits copies a Lighthouse, the Lighthouse's protection from attacks is not copied and the player is affected by attacks. The additional +$1 next turn works correctly, though.

Workaround: None.

Source: SSLY on discord

present in 1.4.2.1: #20970176 as Thom_bund plays Band of Misfits as Lighthouse on turn 12, but must discard to their opponent's Urchin during that player's next turn.

Blessed Village:

Incorrect game state: When a boon is taken and received when it is not the taking player's turn (this is IMO only possible by gaining Blessed Village when it is not the gaining player's turn), the boon will work, but will not return to the boon pile at the correct time if it is one of the three 'Keep this until Clean-up'-boons (The Field's Gift, The Forest's Gift, and The River's Gift). They should return during the next cleanup phase that is happening, but they do return during the next cleanup phase of the gaining player. This makes a difference if the boon pile needs to be shuffled in between the time it should have returned and the time it is returned. This was originally reported for the special case when these boons were taken and recived between turns.

present in 1.3.12.1: In game #12400162, Lord Rattington buys a Messenger on his turn 3, giving out a Blessed Village. Ingix gains it and takes and receives immediately The Field's Gift. But it will be discarded only during Ingix' turn 3, not Lord Rattington's turn 3. The same happens in game #12400399, where Lord Rattington, on his turn 5, Swindles a Blessed Village into a Blessed Village and Ingix takes and receives The Forest's Gift immediatly. Again, the boon is discarded only during Ingix' turn 6.

Changeling:

Autoplay: When the Changeling autoplay is set to "Smart", and a player uses Ironworks to gain a $3 or $4 card that gives a bonus (Action, Treasure and/or Victory), the game should ask if the player wants to exchange that card for a Changeling. That's because even though the player could have gotten the Changeling directly with Ironworks, this wouldn't have given the bonus. This is done for Action and Victory cards, but not for Treasure cards.

Workaround: You have to set the autoplay to "Off" for Changeling in that situation.

Source: Markus (private communication on this forum)

present in 1.3.12.1: In game #12824744 (as Ingix), make sure the Changeling autoplay option is set to "Smart", then play Ironworks. When choosing Harbinger or Gardens to gain, the game asks for the possible exchange. But when choosing Silver, it doesn't.

Crumbling Castle:

Rule/UI: Gaining a Crumbling Castle under Aqueduct will first do the Aqueduct effect, then the +1VP + gain Silver of the Castle. This is problematic, as the reverse order would put an additional VP counter on Aqueduct (from the Silver gain) before the Aqueduct VP are taken by the player. The option to order the effects the other way around (more beneficial to the player in almost all cases) is not given.

exists in 1.3.11: #11391480 as Ingix. Ingix buys Crumbling Castle turn 3/Haunted Castle turn 6 and doesn't get the choice to order the effects.

Duplicate:

Rule: When one of your reserve cards is called into play while it is not your turn, it should be discarded at the end of that turn. Currently it is discarded at the end of your next turn. Examples would include calling Duplicate when you trash and gain a card from your opponent's Governor or Swindler.

exists in 1.3.13: #14108422 as Ingix. On opponent's turn he Swindled a Miser into a Procession, which you Duplicated. The Duplicate is still in play when your turn starts.

Fool:

UI: The ability you have at the start of your turn when you have the "Lost in the Woods" state is optional, you don't need to discard anything. If there are other start-of-turn effects that are also optional (say Ratcatcher/Guide on the Tavern mat), and you need to decide between them, the interface does not show the usual option to just play an Action card from your hand or to end the Action phase already, you have to select one option from the log area.

Mitigation: Select the "may discard a card to gain a Boon" option. You can then decline to discard a card. After that, the interface works 'normal' again (not forcing you to explicitely deal with those optional effects).

exists in 1.3.9: #10162654 as Ingix. Lord Rat ends his turn, then you are prompted with dealing with "Lost in the Woods", Ratcatcher and Guid.

Governor:

Rule/UI: When choosing the third option of Governor (each player may trash a card from their hand and gain a card costing exactly $1 ($2) more), the trashing should be optional for *all* players, including the player of Governor. Currently it is mandatory for that player, optional for the others.

Workaround: none.

exists in 1.3.12.1: #12098012 as Ingix. Governor has been played and the 'Remodel' option selected. One cannot continue wihtout trashing a card.

Graverobber:

Bot/Stuck: When the AI plays a Graverobber, it may become stuck. This is similiar to a previous problem with the AI playing Lurker and may have similiar reasons (one of both 'modes' not doable).

Workaround: none.

exists in 1.3.14: #15260318 as webnesto. The AI will play Graverobber, but then not proceed to do anything.

Haunted Castle:

Rule/UI: Gaining a Haunted Castle on your turn under Aqueduct may deprive you of 1 VP. See Crumbling Castle for details (replacing the Silver gain with a Gold gain).

Herbalist:

Bot/Stuck: When the bot has played Herbalist as well as another card that somehow modifies the normal cleanup behavior (tested Alchemist, Treasury, Walled Village, Page), the game becomes stuck during cleanup. Interestingly this does not happen with Herbalist+Scheme, so maybe the reason is more the autoplay existing for those other cards.

Workaround: None

Source: Dougo on Discord

present in 1.4.1: #19250419 as dougo. Lord Rat is stuck after having played 2 Alchemists, a Potion (so the Alechmists can be topdecked) and a Herbalist.

Inheritance:

UI: In conjunction with Quarry in play, an inherited Estate in a player's hand or discard pile is not shown as cost reduced. This is an UI bug, the card is cost reduced for gameplay purposes.

present in 1.3.7: #9795530 as Ingix: 2 Quarries are in play. Play the Chariot Race in hand. You will draw an (inherited) Estate for the comparison. The Estate is visually shown with the incorrect cost of $2 (should be $0 because of the Quarries). However, the comparison with opponent's revealed Copper gives you no VP, so the gameplay cost of the Estate is correctly $0.

Incorrect with Outpost: When inheriting an Outpost, the Outpost effect should not happen when an Estate is played. The 2nd Edition Outpost cares if "this is the first time you played an Outpost this turn", and no Outpost was played but an Estate. However, in Dominion Online the extra turn from Outpost is given when the inherited Estate is played (in contrast to an inherited Crossroads, which has a similar 'cares about card name' clause for the +3 Actions).

present in 1.3.7: #9796793 as Ingix. You are possessing you opponent. Buy Inn (it can be seen in your discard pile at the top of the screen) and you will get a button "Done Selection" and the central information are says "Shuffle Actions back in", but the actual UI element to select from the Action cards in your discard pile is missing.

Ironworks:

Changeling Autoplay: Using Ironworks to gain a Treasure leads to a missing oppoertunity for a Changeling exchange when Changeling autoplay is set to "Smart". See Changeling above for details.

Lost in the Woods:

UI: The ability is not treated as fully optional in the UI. See Fool above.

Magic Lamp:

stuck: When you double play a Magic Lamp (via Crown or Counterfeit) and the 'get 3 Wishes' condition would be fullfilled on both plays (in other words, the Crown/Counterfeit was the (at least) 6th unique card) the game will become stuck on the second playing of the Magic Lamp. If the second playing would not cause the Wishes to be gained based on the card count, the games continues normally.

Workaround: None

Source: : 百日傳奇 on discord.

present in 1.3.12.1: #12629916 (Crown)/#12630148 (Counterfeit) as Ingix. You have played Crown, and can now choose to double play Magic Lamp. If you do, you get the Wishes for the first playing, then the game becomes stuck during the second playing.

Overlord:

Incorrect information/VP calculation: If Overlord is trashed as a self-trashing card, internal deck card counts become incorrect, potentially resulting in negative card counts and incorrect victory points from certain landmarks. See Band of Misfits for details.

No attack protection when copying Lighthouse: If Overlord is copying Lighthouse, the player is incorrectly not protected from their opponent's attacks. See Band of Misfits for details.

Procession:

Incorrectly staying out: If you play a Duration with Procession, get the Duration out of the trash and later in your hand and play it, all in the same turn, Procession will also stay out. The assumption is that Procession sees the card it double played in play, so stays in play by the usual rules (which can't IRL track a card through various hidden zones).

UI: When you gain an Inn while you are possessing an opponent, there is no UI to select the cards you want to shuffle into your library. See Inn/Possession above.

UI stuck: In a game with 3 or more players, if player A possesses player B, and during the Possession turn forces B to also play a Possession, then the next turn will be player B possessing player C. During that turn, player A's client will incorrectly present the game as though he was player C (among other things, player C's name will be in the lower left). Since he can't see player C's hand, they are shown as card back. If player A is required to do anything with his own cards (like discard them for a discard effect), he cannot do that and the game becomes stuck.

Workaround: None

Source: discord, reported by caitlyn

present in 1.3.9: #10361116, #10422078

Prince:

Rule: When a card played by Prince is schemed, it will (incorrectly) be played next turn by Prince from the player's hand.

present in 1.3.8: #9608298 as Ingix: A Village has just been played by Prince. Play Scheme now and select the Village for the Scheme effect. At the start of your next, the Village will be played by Prince automatically from your hand. If you undo to start of turn 12, you can arrange that the Princed card is not Village but Mining Village or Herald. The same sequence of events will unfold, and the Princed card is always played from your hand.

Quarry:

UI: (Together with Inheritance). An inherited Estate in a player's deck or discard pile is not shown as cost reduced by Quarry (the correctly reduced cost is used when it matters for gameplay purposes).

Royal Carriage:

Rule: Sometimes can be called when the just finished Action is no longer in play.

Mitigation: If you are sure that the call option should not exist, don't use it.

present in 1.3.10: #9823268 as Ingix. Farmer's Market has just been played (for $3), 3 Royal Carriages trigger. One after another, all 3 can be called (for $4, for 4VP, for $1), even though the 2nd calling causes the Farmer's Market to be trashed, so the 3rd one should not be possible.

Sauna:

Illegal game state: Problems with Sauna+autobuy and paying off debt without manually playing treasures

Workaround: With Sauna in play and Silver in hand, play Treasures manually.

present in 1.3.10: #10854987 as Ingix, "Use autobuy" needs to be set to "yes" in the Options tab. You've played a Sauna this turn and have a Silver and 2 Copper in hand, and 4 debt. Click on "4 debt" to auto-repay it. The game will play your Silver first, triggering the effects of the Sauna. Trash one Copper for Sauna. The game will play the remaining Copper, but will erroneously consider the 4 debt paid off. Moreover, in future turns it will allow you to buy only cards costing one less then you should be able to, e.g. if you have 4 Copper, you can only buy cards costing up to $3. This applies both to autobuy as well as when the 4 Copper are played manually.

Stuck: Problems with Sauna+autobuy without manually playing treasures

Workaround: With Sauna in play and Silver in hand, play Treasures manually.

present in 1.3.10: #9846678 as Ingix, "Use autobuy" needs to be set to "yes" in the Options tab. You've played 2 Saunas this turn and have a Silver and 4 Copper in hand. Click on Avantoto autobuy it. The game will play your Silver first, triggering the effects of the Saunas. Trash one Copper for Sauna#1, but don't trash anything for Sauna #2. The game will play 2 more Copper, to generate a total of 4 coin. It will not allow you to play the remaining Copper in hand (to reach the desired 5 coin for Avanto)

Scheme:

UI: Scheme allows you to select a card that is not being discarded

Workaround: Watch closely if a Duration card is from this turn or last turn.

present in 1.3.8: #9150352 as Ingix. Play the Small Castle and the game will automatically trash that Small Castle, when there should be the option to not trash it.

Stonemason:

UI: When overpaying for Stonemason, you can only spend an amount of money that corresponds to a gainable Action card. In very esoteric edge cases, you might actually want to spend some money for no gain instead of simply choosing not to overpay.

present in 1.3.8: #9150605 as Ingix. You have just played 6 coin. If you now buy Stonemason, your only options are not to use overpay, or overpay for 2 or 4 coin. Overpaying for 1 or 3 coin is legal but not possible.

Temple:

Bot/Stuck: When a Bot plays Temple, it may become stuck and the game does not continue.

present in 1.3.12.1: #12143647 as Puk. The bot has played Temple, but is unable to continue with the trashing with a hand of 1 Copper, 2 Estates.

Villa:

Rule: If gained during the buy phase by an effect that will gain more cards immediately (Stonemason overpay, Ball, Crowned Horn of Plenty), the return to action phase will happen with a slight delay, which may cause certain cards to not work as they should (Crown still in 'buy phase mode', Peddler still cost reduced).

present in 1.3.8: #9151343 as Ingix: In your buy phase, play Crown - Crown - Horn of Plenty, first gaining a Villa; for the second playing of Horn of Plenty choose Armory. The second Crown is played again, and *should* be able to double the Villa in your hand, but doesn't and fizzles doing nothing, because the game is incorrectly thinking it is still in the buy phase at this point.#9150986 as Ingix: Ball has been bought, Peddler costs $2. If you gain Villa first, it will go to your hand (so it's ability has triggeed), but the game still allows you to gain a Peddler as the second card for Ball (it should cost $8 in your Action phase).

Wall:

VP counter incorrect: The VP counters during game play may show incorrect values. This is a hard to reproduce/verify issue, so please notify (PM or forum post) any games you have played/watched where you suspect that this has happened.

I've revamped and updated the known card bugs post. It should help players to determine what may possible go wrong with a certain card, and help the developers to see what may need fixing (and an example where the bug is reproduced).Below, in red one can find newly added bugs (that are still out there), green are the fixes, while orange denotes I did something more than cosmetic with a bug description.

Updated Scheme selection bug with currently loadable example and removed its "no distinction" bug because it is just one example of a general interface problem now listed in the Known interface problems.

Fixed in 1.3.4: The Watchtower bug that allowed a Watchtower newly drawn during the handling of the effects triggering of a gain to apparently ignore the lost track rule. Main example was when a Rats was gained, trashed with an existing Watchtower, the on-death Rats effect drew a new Watchtower, which could trash the same rat again, for a new on-death Rats draw.

November brought Nocturne, which included lots of bug fixes and was itself (as much as can be said after half a month) almost bug free: Monastery and the Tournament autoplay seem to be the only new additions from the expansion.

The Inheritance/Quarry bug about an inherited Estate not being cost reduced in a player's deck when Quarry is in play was partially fixed. The game uses the correct cost now (in the few cases where it matters), but the game UI still shows the incorrect unreduced cost of $2.

17-12-20:

More fixes by 1.3.6/1.3.7/1.3.8: Fixed Mission/Outpost/Possession, Outpost/Overlord, Replace, Noble Brigand, Royal Seal, Smuggler, Tournament (autoplay) bugs and a partial fix for Royal Carriage (interaction with Mining Village/Engineer now correct).

The middle of December saw lots of fixes to the known card bugs list, which is seriously smaller now.

Modifiactions in January 2018:

18-01-01:

AddedFool UI problem where the Lost in the Woods ability is not treated as fully optional in the UI like similar effects.

18-01-08:

AddedPossession 3+ player UI bug where one client incorrectly shows the game from the wrong player's perspective under certain circumstances.

18-01-21:

AddedSauna /Autobuy/debt repay bug where a trashed Copper due to Sauna is still considered to have paid off debt with autobuy, and later turns seem to have a hidden "-$1" starting account.

18-01-31:

MovedBand of Misfit trash bug which may result in negative card counts here from the Known interface issues thread, because the effect is more than interface related (can influence vp count) and the reasons are better known.